Théophagie

Sailing

SAILING

Accomplishing things on a boat is handled by various skill checks. There is no all-encompassing skill check for sailing, the check is relevant to the action being performed. Standard sailing generally requires no rolls – so long as you have at least 1 rank in the skills relevant to your duty you have sufficient training to perform the basic tasks of your job. Skill checks will only be required in special circumstances – generally in role played scenes. I will break down the skills relevant to each position on the ship below. In addition to these, you will likely use Balance, Climb, Swim, Survival, and Use Rope.

Captain – An experienced Sailor, Navigator, and Commander. Overlaps with a master a lot – difference is a master owns the ship, and if both are present, the master is affording the captain authority.

Knowledge: Geography

Profession: Sailor

Diplomacy or Intimidate

Deckhand – Most sailors (not rowers) on a large ship are deckhands – able bodied seamen who handle the ship’s sails, deck maintenance, etc.

Profession: Sailor

Helmsman – Though an actual rotary helm has not been invented yet, there are direct rudders – basically a giant oar hanging off the back of the boat. There isn’t much in the way of skill involved in this role.

Master-at-Arms – a.k.a Quartermaster, is responsible for rationing out food, water, and equipment to the soldiers and crew aboard.

Diplomacy or Intimidation

Pilot – Some ships, particularly those going on long journeys – have a dedicated navigator. They assist the captain in navigation, taking over these duties.

Knowledge: Geography

Rower – While smaller ships may only have a handful of rowers, ships many have as many has 160 rowers aboard. They generally work in alternating shifts of 6 hours. Despite modern ideas, rowing was actually a skilled job and rarely, if ever, given to slaves.
*Profession: Sailor

Surgeon – Officer who treats injuries and wounds. Small ships rarely have one, but usually will at least have a couple members with some ranks in heal.

Heal

Skill Additions

Here are some extra rules for skills to accommodate sailing.

Balance

Narrow or Difficult Surfaces

State

DC

Desc

Heeling Deck

10

boat is leaned to one side

Sargasso, heavy mat

10

thick mats of seaweed that get thrown onto the ship

Roll, heavy

15

boat is rocking from side to side

Surf, heavy

15

waves are between 1 and 4 feet high

Yardarm

15

the ropes strung across the upper level of the sail for sailors to stand on

Green Water

20

~1 foot of water on the deck, common during high waves

Sargasso, light mat

30

thin slippery mats of seaweed

Difficulty Modifiers

Type

DC

Wet Deck

+2

High Winds

+2

Icy Deck

+2

Severe Motion

+5

Underwater

-10

Body Brace

+5

One handed Brace

+7

Two handed Brace

+10

Climb

Surace

DC

Anchor Chain

5

Ship’s Rigging

5

Ship’s Hull

20

Knowledge: Geography

There are two new uses of this skill:

Course Setting – The difficulty of setting an accurate course depends on the quality of info you have about where you are and where you are going.

Destination – Base DC

Destination

DC

Close and very familiar

5

Distant and very familiar

10

Close and studied carefully

10

Distant and studied carefully

15

Close and seen once

20

Distant and seen once

25

Close but uncertain

25

Distant and uncertain

30

Mythical or legendary

35

Starting point DC modifiers

Location

DC

Well known

+0

Uncertain

+5

Guessed at

+10

Unknown

+20

Tool Modifiers

Tool

Check

High quality (ie Masterwork) map

+5

Normal Map

+2

If you fail by 5 or less, you still arrive in the vicinity of your destination – 5d10 miles for short trips, or 5d100 for long voyages. Double these numbers if you fail by more than 5.

Piloting – is the art of not getting lost, staying to course, and making corrections as necessary. It involves using astrological signs, land marks, etc to establish your position.